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https://github.com/id-Software/DOOM-3-BFG.git
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277964f074
- Implemented soft shadows using PCF hardware shadow mapping The implementation uses sampler2DArrayShadow and PCF which usually requires Direct3D 10.1 however it is in the OpenGL 3.2 core so it should be widely supported. All 3 light types are supported which means parallel lights (sun) use scene independent cascaded shadow mapping. The implementation is very fast with single taps (400 fps average per scene on a GTX 660 ti OC) however I defaulted it to 16 taps so the shadows look really good which should you give stable 100 fps on todays hardware. The shadow filtering algorithm is based on Carmack's research which was released in the original Doom 3 GPL release draw_exp.cpp. - Changed interaction shaders to use Half-Lambert lighting like in HL2 to make the game less dark - Fixed some of the renderer debugging/development tools like r_showTris
176 lines
No EOL
4.8 KiB
C++
176 lines
No EOL
4.8 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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Copyright (C) 2013-2014 Robert Beckebans
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#ifndef __IMAGEOPTS_H__
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#define __IMAGEOPTS_H__
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enum textureType_t
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{
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TT_DISABLED,
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TT_2D,
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TT_CUBIC,
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// RB begin
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TT_2D_ARRAY
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// RB end
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};
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/*
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================================================
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The internal *Texture Format Types*, ::textureFormat_t, are:
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================================================
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*/
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enum textureFormat_t
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{
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FMT_NONE,
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//------------------------
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// Standard color image formats
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//------------------------
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FMT_RGBA8, // 32 bpp
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FMT_XRGB8, // 32 bpp
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//------------------------
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// Alpha channel only
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//------------------------
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// Alpha ends up being the same as L8A8 in our current implementation, because straight
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// alpha gives 0 for color, but we want 1.
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FMT_ALPHA,
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//------------------------
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// Luminance replicates the value across RGB with a constant A of 255
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// Intensity replicates the value across RGBA
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//------------------------
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FMT_L8A8, // 16 bpp
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FMT_LUM8, // 8 bpp
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FMT_INT8, // 8 bpp
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//------------------------
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// Compressed texture formats
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//------------------------
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FMT_DXT1, // 4 bpp
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FMT_DXT5, // 8 bpp
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//------------------------
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// Depth buffer formats
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//------------------------
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FMT_DEPTH, // 24 bpp
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//------------------------
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//
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//------------------------
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FMT_X16, // 16 bpp
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FMT_Y16_X16, // 32 bpp
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FMT_RGB565, // 16 bpp
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// RB: don't change above for legacy .bimage compatibility
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FMT_ETC1_RGB8_OES, // 4 bpp
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FMT_SHADOW_ARRAY, // 32 bpp * 6
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// RB end
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};
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int BitsForFormat( textureFormat_t format );
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/*
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================================================
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DXT5 color formats
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================================================
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*/
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enum textureColor_t
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{
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CFM_DEFAULT, // RGBA
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CFM_NORMAL_DXT5, // XY format and use the fast DXT5 compressor
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CFM_YCOCG_DXT5, // convert RGBA to CoCg_Y format
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CFM_GREEN_ALPHA, // Copy the alpha channel to green
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// RB: don't change above for legacy .bimage compatibility
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CFM_YCOCG_RGBA8,
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// RB end
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};
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/*
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================================================
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idImageOpts hold parameters for texture operations.
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================================================
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*/
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class idImageOpts
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{
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public:
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idImageOpts();
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bool operator==( const idImageOpts& opts );
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//---------------------------------------------------
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// these determine the physical memory size and layout
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//---------------------------------------------------
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textureType_t textureType;
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textureFormat_t format;
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textureColor_t colorFormat;
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int width;
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int height; // not needed for cube maps
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int numLevels; // if 0, will be 1 for NEAREST / LINEAR filters, otherwise based on size
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bool gammaMips; // if true, mips will be generated with gamma correction
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bool readback; // 360 specific - cpu reads back from this texture, so allocate with cached memory
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};
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/*
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========================
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idImageOpts::idImageOpts
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========================
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*/
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ID_INLINE idImageOpts::idImageOpts()
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{
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format = FMT_NONE;
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colorFormat = CFM_DEFAULT;
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width = 0;
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height = 0;
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numLevels = 0;
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textureType = TT_2D;
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gammaMips = false;
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readback = false;
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};
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/*
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========================
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idImageOpts::operator==
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========================
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*/
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ID_INLINE bool idImageOpts::operator==( const idImageOpts& opts )
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{
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return ( memcmp( this, &opts, sizeof( *this ) ) == 0 );
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}
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#endif |